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Intergenerational Learning for Adult Learners through STEAM: From the point of Hofstede's 6D Model

Funder: European CommissionProject code: 2020-1-TR01-KA227-ADU-098071
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Creativity Funder Contribution: 164,939 EUR

Intergenerational Learning for Adult Learners through STEAM: From the point of Hofstede's 6D Model

Description

CONTEXT: In September 2015, the General Assembly of United Nation adopted the 2030 Agenda for Sustainable Development that includes 17 Sustainable Development Goals. Building on the principle of “leaving no one behind”, the new Agenda emphasizes a holistic approach to achieving sustainable development for all. If we do not adapt and enhance adults’ skills, they will be left behind. This challenge is at the heart of UNESCO’s global mandate, as reflected in the Education 2030 Framework for Action for the implementation of Sustainable Development; Goal 4. Quality Education: Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all (Annex I). The most recent document of the EU on education is Education and Training 2020. The main objective of the ET 2020 strategic framework is to support member states to further improve their education and training systems. In addition, within the strategic framework of the ET 2020, one of the common goals has been set is the improving the quality and efficiency of adult education in lifelong learning (epale.ec.eu).The adaptation of adult groups to technology and related scientific facts brings various problems. It is clear that the digital transformation experienced today will continue during the new normal period. This pandemic once again shown us that humanity needs more creative thinking and behavior. Especially adults who have not taken a formal or informal technical education in their lives more difficultly adapt to these processes. It is hard for these individuals to receive a formal education in terms of time, cost or life conditions. STEAM provide basic infrastructure, which becomes inevitable in the personal and social development of adult individuals, within the framework of creative applications, open a new way out at this point. Reconstruction of STEAM for adults will be able to prepare individuals for rapidly changing conditions quite quickly. The multidisciplinary understanding of STEAM present the difference in a systematic way, will open new doors for many adults who have employability problems, from retirees to low-qualified individuals and from disadvantaged groups. Creativity-based STEAM trainings will provide people new perspectives on their social lives, professional studies and problem solving skills.OBJECTIVES: Given that STEAM knowledge is constantly changing, it is critical that everyone, STEAM professionals as well as common citizens alike, is able to update their STEAM understanding. In fact, STEAM is a lifelong learning resource not only for children but for adults at all levels as well. Consequently, the objectives of the proposal for adults are: 1. To develop and practice lifelong learning skills in real world contexts.2. To learn and interact with family and other adults in increasingly meaningful ways, modelling adult thinking and social problem-solving including acceptance, self-confidence, self-monitoring and team play.3. To explore and experiment with efforts to be increasingly independent and responsible.4. To begin to master skills and interests, make initial decisions about the kind of life they hope to pursue, and to develop a sense of self.TRANSNATIONALITY: Transnationality has two main components. First, the phenomenon of globalization gains momentum with technology and the mobility of goods, services and labour increases. Each country within the STEAM concept develops various applications within the framework of universal criteria. The rediscovery of applications previously developed in different countries or regions carries an element of time and cost for other countries. Thus, the transfer of different applications can only be developed in transnational collaborations.Second, in recent years, the concept of localization has been gaining weight as a kind of opposition to globalization, especially in the context of the culture industry. In this phenomenon in which cultural differences and local elements are emphasized, local elements have started to take an important place in the goods and services markets.Sharing cultural differences is essential for the growth of creative industries, increase in product diversity and cultural diversity. In this respect, the transnational nature of the project is necessary in order to ensure intercultural interaction.TARGET GROUP: Mid-aged adults: 25-49 years old who are desired to be encouraged to participate in learning, have the potential to be employable and have low certified qualifications.Senior Adults over 50 years old who are long-term unemployed and/or who do not have the skills to meet the needs of the age and need to be supported towards active citizenship behaviour.INTELLECTUAL OUTPUTSiO1: Culture vs Creativity; STEAM Literacy QuestionnaireİO2.STEAM Module for Intergenerational LearningİO3. The Open STEAM plus Portal

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